Qt Reference Documentation

bomb.cpp Example File

demos/sub-attaq/bomb.cpp
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 //Own
 #include "bomb.h"
 #include "submarine.h"
 #include "pixmapitem.h"
 #include "animationmanager.h"
 #include "qanimationstate.h"

 //Qt
 #include <QtCore/QSequentialAnimationGroup>
 #include <QtCore/QPropertyAnimation>
 #include <QtCore/QStateMachine>
 #include <QtCore/QFinalState>

 Bomb::Bomb() : PixmapItem(QString("bomb"), GraphicsScene::Big)
 {
     setZValue(2);
 }

 void Bomb::launch(Bomb::Direction direction)
 {
     QSequentialAnimationGroup *launchAnimation = new QSequentialAnimationGroup;
     AnimationManager::self()->registerAnimation(launchAnimation);
     qreal delta = direction == Right ? 20 : - 20;
     QPropertyAnimation *anim = new QPropertyAnimation(this, "pos");
     anim->setEndValue(QPointF(x() + delta,y() - 20));
     anim->setDuration(150);
     launchAnimation->addAnimation(anim);
     anim = new QPropertyAnimation(this, "pos");
     anim->setEndValue(QPointF(x() + delta*2, y() ));
     anim->setDuration(150);
     launchAnimation->addAnimation(anim);
     anim = new QPropertyAnimation(this, "pos");
     anim->setEndValue(QPointF(x() + delta*2,scene()->height()));
     anim->setDuration(y()/2*60);
     launchAnimation->addAnimation(anim);
     connect(anim,SIGNAL(valueChanged(QVariant)),this,SLOT(onAnimationLaunchValueChanged(QVariant)));
     connect(this, SIGNAL(bombExploded()), launchAnimation, SLOT(stop()));
     //We setup the state machine of the bomb
     QStateMachine *machine = new QStateMachine(this);

     //This state is when the launch animation is playing
     QAnimationState *launched = new QAnimationState(machine);
     launched->setAnimation(launchAnimation);

     //End
     QFinalState *final = new QFinalState(machine);

     machine->setInitialState(launched);

     //### Add a nice animation when the bomb is destroyed
     launched->addTransition(this, SIGNAL(bombExploded()),final);

     //If the animation is finished, then we move to the final state
     launched->addTransition(launched, SIGNAL(animationFinished()), final);

     //The machine has finished to be executed, then the boat is dead
     connect(machine,SIGNAL(finished()),this, SIGNAL(bombExecutionFinished()));

     machine->start();

 }

 void Bomb::onAnimationLaunchValueChanged(const QVariant &)
 {
     foreach (QGraphicsItem * item , collidingItems(Qt::IntersectsItemBoundingRect)) {
         if (item->type() == SubMarine::Type) {
             SubMarine *s = static_cast<SubMarine *>(item);
             destroy();
             s->destroy();
         }
     }
 }

 void Bomb::destroy()
 {
     emit bombExploded();
 }
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